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Container inventory information (max/available slots) for circuit networks

Posted: Mon Oct 28, 2024 8:41 pm
by Somtuk
TL;DR
A new Circuit Network option for reading storage chest information. Specifically, the ability to read the total number of inventory slots, and the number of empty inventory slots.

What?
I would like to have a check box added to all storage chests where I can select inventory metrics (different from current contents information). Similar to how train stops and roboports have a check box for what is provided to Circuit Networks, I'd like a check box where the chest would provide the total number of inventory slots on signal T and the number of empty inventory slots on signal E.
Factorio storage chest feature.png
Factorio storage chest feature.png (363.14 KiB) Viewed 159 times
Why?
I have a real simple concept that I use for train stations, but trying to implement generic blueprints is overly complex. Parameterized blueprints are an improvment, but still way more complex than necessary. I like to make "drop off" stations that are enabled when there is enough free inventory space to empty an incoming train, otherwise it is disabled. In addition, I sometimes have "pick up" stations that are enbled when enough material is avilable to fill an incoming train, otherwise it is disabled.

As previusly stated, this is currently doable but requires a lot of combinators, even with parameterized blueprints. With this new feature, things get MUCH simpler.
- "Drop off" train stops could be enabled/disabled with: F > (some constant). The "some constant" would be the number of wagons on trains * number of slots in a cargo wagon (e.g. 3 wagons * 40 slots).
- "Pick up" trains stops coule be enabled/disabled by using a single combinator. (Total storage slots - free storage slots) > number of slots in a cargo wagon (e.g. 3 wagons * 40 slots).
- The "some constant" value could be provided globally using the new wireless signals with radar, so only 1 single constant combinator for the entire map.

BONUS VALUE
Consider a map where you have a dozen train stops and you are ready to upgrade their storage from Iron Chests to Steel Chests (or some modded chests). With this new feature, everything just works. Using existing systems, the combinators from the blueprints need to be redone/update since all the calculations for "free slots" changes. Global constants sent via the wireless radar circuit network don't work because stations with iron chests need different constants than those with steel chests.



I really hope all this makes sense. I went through far too many revisions of this posts for it to not be clear. :)


*** EDIT ***
@#$@!# I screwed up the image. It was supposed to be for signals "E" and "T".

Re: Container inventory information (max/available slots) for circuit networks

Posted: Thu Nov 07, 2024 6:24 am
by bluegreen1024
I strongly second this suggestion! It would be one less set of numbers to have to hard-code everywhere (and also be convenient for mods which might change chest sizes, as you said). I will note that with the selector combinator that can output stack sizes (I'm actually not sure if it is DLC exclusive or just 2.0) it would be possible to calculate the number of empty or non-empty slots given the total number of slots plus the signal of the contents, but there still seems to be no way to get the total number in the first place. Even so, I think getting the empty slots for free is useful streamlining, since calculating that value would only be an interesting problem the first time.

EDIT: A signal for the total capacity of a fluid tank would be much appreciated, for basically the same reasons that the OP stated for chests. In this case I don't think we need a specific "Empty space" signal, just the total capacity along with the contents, since fluids don't have slots or stack sizes to complicate things.